|
|
|
|
 |

April 29th, 2004, 09:33 PM
|
 |
Sergeant
|
|
Join Date: Apr 2003
Location: Portland, Oregon
Posts: 268
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nerfed empires
Did a few races based on MOO2. The Klaxons (Ant-like race) has minimal research, high reproduction, high tolerance, high productivity. Go beserko on other Aliens picnics! Still playing that game, I'll let you know.
|

April 29th, 2004, 09:51 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 5 Times in 2 Posts
|
|
Re: Nerfed empires
Quote:
Originally posted by dogscoff:
Create a "tribble" race: Reduce every trait to minimum except reproduction and env resistance. No advanced traits.
Use my KanesS shipset for this- those traits suit them well=-)
|
Tribbles.
This would definetly be a disadvantage. Especially the lower ship combat numbers. And with the other numbers lowered as well you'd be hard pressed to come up with a numerical advantage to offset it. You'd have to spread like a virus over the quadrant and really crank out the research facilities to have a shot. I think this would be the toughest challange of any I've heard so far, other then the neutral one. And even the neutral one is likely to kick tribble behind if thye ever try taking them out of their homesystem.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

April 29th, 2004, 10:28 PM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Nerfed empires
My race from History 2 also kind of fits this thread. They were "big spenders" with Construction Aptitude, Repair Aptitude, and Maintenance Reduction reduced. Everything they made was oversized, overbuilt, and over budget.
I'm not sure of good strategies to overcome these limits; they weren't very competitive in-game. I guess an emphasis on zero maintenance units would help.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|

April 29th, 2004, 11:03 PM
|
 |
Second Lieutenant
|
|
Join Date: Mar 2003
Location: Germany
Posts: 575
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nerfed empires
Reminds me of an idea I had some time ago for a 20-player PBW game: GM designs 20 empires that all have some definite weakness, and puts them up for grab. May later modify empires not taken with some improvements until they are taken.
So it's not always playing against the same boring standard no-groundcombat/intel/savy/repair improved-research/defense/maintenance religious hardy-industrialist advanced-storage berzerker empires.
|

April 29th, 2004, 11:08 PM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Nerfed empires
Lots of good ideas:
"trade dependent" - lowered min/org/rad/research/intel and maxxed political savvy.
"stunted" - one/several (non-essential, but desirable) techs are never researched. like Troops or computers, or mines...
"true organic (or other racial)" must only use racial weapons and techs unless there is no equivalant racial item.
"propulsion idiots" - all ships have 2 engine max. Solar Sails are ok.
"blind" - aggressiveness -10% and defensiveness -10%.
"large creatures" - double Life Support and Crew Quarters requirements. Maybe also no Master Computers
"unimaginitive" - no analyzing for techs. All ships of one style for entire game: all carriers, or all beam ships with same weapon or all missile ships, etc.
"politically correct society" - due to government regulations regarding discrimination of farmers and radioactive miners, there must be an equal number of mineral/organic/radioactive/research centers on each planet as much as possible based on number of facility slots.
There's a few.
Slick.
[ April 29, 2004, 22:09: Message edited by: Slick ]
__________________
Slick.
|

April 30th, 2004, 12:05 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 31 Times in 19 Posts
|
|
Re: Nerfed empires
I remember the thread and recall the discussion about having only one ship size and one weapon type. I thought it would be a great game idea.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

April 30th, 2004, 03:40 AM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Nerfed empires
Quote:
Originally posted by Slick:
"politically correct society" - due to government regulations regarding discrimination of farmers and radioactive miners, there must be an equal number of mineral/organic/radioactive/research centers on each planet as much as possible based on number of facility slots.
|
LOL, that's a good one! What about monoliths? And intel? 
__________________
The Ed draws near! What dost thou deaux?
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|